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M&B Mod Community  |  Mount&Blade Expansion  |  Major Mods  |  Star Wars Conquest (Moderators: HokieBT, Geroj, Vector, Swyter)  |  [SWC] Developers Log and status updates
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Author Topic: [SWC] Developers Log and status updates  (Read 29451 times)
HokieBT
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« Reply #360 on: February 08, 2010, 09:59:31 AM »

I was testing with coding a lightsaber that could kill multiple people at once.  Its possible, see screenshots below, but there are some issues with it.   I don't think this could ever be given to all troops and replace the current lightsabers in the game, but it might be fun to have these as optional lightsabers the player can use, etc.

1) in order for the code to work, and so that the swing animation doesn't stop when you hit somebody, I had to combine some flags to make it a 'thrown' weapon with some attributes of a regular sword.  So originally I could attack/defend, but it wouldn't hurt anybody if I swung at them, it doesn't throw anything at them either, and you see the number 1 and icon in the bottom right, etc.

2) So in order to make enemies take damage, I have to code you hurting them.   What I'm currently doing is killing anybody who is in front of the player and less then X cm away (we can adjust the distance as needed).  This works ok, but has limitations such as:
     a) currently the attack is un-blockable by enemies.  I could potentially code in a random chance of you missing, or them blocking if they had a certain weapon (ie lightsaber, etc).
     b) currently I kill them, but I could also have it do a random amount of damage (ie. 25-75 hit points, etc).  Also, their armor doesn't reduce the damage, so maybe this range should really be 10-40 hp or something like that....
     c) Your skills, stats, weapon proficiencies, etc, don't affect damage unless I added that to the code for damage.
     d) it currently hurts anybody in a 180 degree radius in front of you, so even if you do a thrust animation between two enemies and miss them, you would end up killing both of them since they were close and in front of you.  So I might remove thrust/overhand chop animations from these lightsabers and only allow you to slash left/right since it might look a little more realistic.
     e) like the heavy weapons, can drastically imbalance gameplay, so we may not want it to be instant-kill, etc.

         

edit:

I've started a separate thread for this concept, see this post for more info

http://mbx.streetofeyes.com/index.php/topic,2053.0.html
« Last Edit: February 08, 2010, 01:07:21 PM by HokieBT » Logged

Revan Shan
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« Reply #361 on: February 08, 2010, 10:49:53 AM »

DUnno what to think. It has to be tested...
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HokieBT
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« Reply #362 on: February 08, 2010, 12:57:15 PM »

DUnno what to think. It has to be tested...

hmm, I think it would be really easy for me to just post the code for this and have you guys test it, etc.  See this thread, we can hopefully start testing different revisions and figure out what works the best, etc.
http://mbx.streetofeyes.com/index.php/topic,2053.0.html
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Revan Shan
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« Reply #363 on: February 08, 2010, 01:04:18 PM »

DUnno what to think. It has to be tested...

hmm, I think it would be really easy for me to just post the code for this and have you guys test it, etc.  See this thread, we can hopefully start testing different revisions and figure out what works the best, etc.
http://mbx.streetofeyes.com/index.php/topic,2053.0.html

Hey Hokie, have you received the PM I sent you?
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HokieBT
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« Reply #364 on: February 08, 2010, 01:06:10 PM »

Hey Hokie, have you received the PM I sent you?
yeah, can't download it now but will hopefully check it out later tonight, thx.
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HokieBT
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« Reply #365 on: February 11, 2010, 09:57:45 AM »

Well, I have good news in that I THINK I've successfully modified the shipyard code to be much more generic.  This should allow us to add in all the ships, have multiple shipyards, and different ships at each yard, etc.  The way I have it coded right now is there are 7 global variables that store what ships are available at a shipyard, and currently I just randomly choose these when you enter the base, so that is why some ships are repeated in the attached screenshot.  But I'll try and add more locations and have them sell different ships, etc.  There still seems to be a bug with the ship upgrades that I can't quite figure out.  Sometimes it works fine for me, but once I think I was trying to upgrade the medical bay and it keep letting me click and then when I checked it had increased the troop capacity...  But I couldn't replicate it if I tried again...  If anybody has a better understand of how the bug works then let me know, thx.

 

edit:  I searched the bug report thread and found a couple comments about the ship upgrades.  The best summary seemed to be these, so I'll have to test this out later and hopefully I can fix it...

Quote
When upgrading ship if you upgrade more than one equipment type when in the menu sometimes it just keeps upgrading the first equipment type, even over its maximum level (exitting and re-entering the upgrade menu between equipment types prevented this)

Quote
There's a bug in the ship upgrade menu for the Rebel Cruiser. If you max out any of the first 3 upgrades, then try to buy the upgrade 2 selections down from the maxed one, the upgrade is added to the maxed selection. So with enough credits you can get unlimited drive, scanner, and troop upgrades.
Clearer example: I upgrade Drives to 5. Then I try to upgrade troop capacity, but instead, Drives goes to 6. Continued attempts at trying to upgrade troop capacity results in further upgrades to Drive. Same thing for the Scanners/Combat Computer pair, and for the Troop Capacity/Medical Bay pair.
« Last Edit: February 11, 2010, 10:14:04 AM by HokieBT » Logged

HokieBT
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« Reply #366 on: February 12, 2010, 01:33:17 PM »

I was testing with adding a crouch button so that when you hold it down you crouch down, when you release it you stand back up.  It works pretty decent, but you can't move while crouched or if you try and shoot a gun or swing a sword you just stand back up, etc.  Also, the current animation doesn't look great with something like a lightsaber, but we can probably figure that out.

 
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Revan Shan
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« Reply #367 on: February 12, 2010, 01:46:26 PM »

I was testing with adding a crouch button so that when you hold it down you crouch down, when you release it you stand back up.  It works pretty decent, but you can't move while crouched or if you try and shoot a gun or swing a sword you just stand back up, etc.  Also, the current animation doesn't look great with something like a lightsaber, but we can probably figure that out.

 

WOw, really good news. The only bad part of it is making other characters use it from time to time. No problem though if we keep the actual rifles for the rest of characters (with this button any crouch version would get out of the shops...).
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HokieBT
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« Reply #368 on: February 13, 2010, 10:37:17 AM »


well, it works pretty decent but its not perfect.  Currently I have it so when you hold the left_alt key down you will crouch, and when you release it you will stand up.   However, you can't move while crouched, and if you start an attack then you'll just go into the regular animation which usually has the player standing.   I'll try and make the key configurable too...
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tFighterPilot
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« Reply #369 on: February 13, 2010, 02:38:28 PM »

What about my solution? You have seen it, haven't you? I still didn't figure out how to attack though.

In case you missed it, here it is

Code: [Select]
common_crawl_change= (0, 0, 0,
[
  (neg|conversation_screen_is_active),
  (key_clicked, key_z),
],
[
  (get_player_agent_no, ":ag"),
  (try_begin),
    (eq, "$crawling", 1),
    (assign, "$crawling", 0),
  (else_try),
    (assign, "$crawling", 1),
  (try_end),
])

common_crawling_set=(0, 0, 0,
[
  (assign, "$crawlfor", 0),
  (neg|conversation_screen_is_active),
  (game_key_is_down, gk_move_forward),
  (eq, "$crawling", 1),
],
[(assign, "$crawlfor", 1),])

common_crawling=(0, 0, 0,
[(eq, "$crawl_ani_on", 1, 1),],
[
  (get_player_agent_no, ":ag"),
  (agent_get_position, pos12, ":ag"),
  (agent_get_look_position, pos13, ":ag"),
  (position_get_rotation_around_z, ":rotag", pos13),
  (assign, ":spdx", 0.0),
  (assign, ":spdy", 0.0),
  (store_sin, ":spdx", ":rotag"),
  (store_cos, ":spdy", ":rotag"),
  (val_div, ":spdx", 100),
  (val_div, ":spdy", 100),
  (position_move_y, pos12, ":spdy"),
  (position_move_x, pos12, ":spdx"),
  (agent_set_position, ":ag", pos12),
])

common_anicrawl=(1, 0, 0, [],
[
  (get_player_agent_no, ":ag"),
  (assign, "$crawl_ani_on", 0),
  (try_begin),
    (eq, "$crawlfor", 1),
    (agent_set_animation, ":ag", "anim_crawling_forward"),
    (assign, "$crawl_ani_on", 1),
  (else_try),
    (eq, "$crawling", 1),
    (agent_set_animation, ":ag", "anim_crawling_still"),
  (try_end),
])
And this is what it looks like
http://www.youtube.com/watch?v=Yd5-oMQLgc4
« Last Edit: February 13, 2010, 03:03:33 PM by tFighterPilot » Logged
Vector
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« Reply #370 on: February 14, 2010, 01:01:28 PM »

I got annoyed with that generic siege scene, it's impossible to do a seige on it so i redid the Both-Siege scene:



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Revan Shan
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« Reply #371 on: February 14, 2010, 02:28:41 PM »

I got annoyed with that generic siege scene, it's impossible to do a seige on it so i redid the Both-Siege scene:





A different scene for the siege? Cool. Variety is great.
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Vector
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« Reply #372 on: February 15, 2010, 08:05:22 AM »

I've actually just finished a 'land battle scene' as well for Both, some nice HD screenshots from just after my clones laid waste to rebels:

 
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komanko
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« Reply #373 on: February 15, 2010, 02:39:42 PM »

Im new in here was just following your work it looks great ^^
BTW the screenshots kinda reminds me order 66 from the third movie ^^ with all the jedi\sith dying\dead
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Vector
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« Reply #374 on: February 15, 2010, 04:27:48 PM »

The new Lucrehulk-class station:
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